mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
93d62da652
svn-id: r41239
232 lines
5.3 KiB
C++
232 lines
5.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "agi/agi.h"
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namespace Agi {
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int AgiEngine::checkStep(int delta, int step) {
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return (-step >= delta) ? 0 : (step <= delta) ? 2 : 1;
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}
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int AgiEngine::checkBlock(int x, int y) {
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if (x <= _game.block.x1 || x >= _game.block.x2)
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return false;
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if (y <= _game.block.y1 || y >= _game.block.y2)
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return false;
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return true;
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}
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void AgiEngine::changePos(VtEntry *v) {
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int b, x, y;
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int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
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int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
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x = v->xPos;
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y = v->yPos;
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b = checkBlock(x, y);
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x += v->stepSize * dx[v->direction];
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y += v->stepSize * dy[v->direction];
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if (checkBlock(x, y) == b) {
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v->flags &= ~MOTION;
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} else {
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v->flags |= MOTION;
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v->direction = 0;
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if (isEgoView(v))
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_game.vars[vEgoDir] = 0;
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}
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}
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void AgiEngine::motionWander(VtEntry *v) {
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if (v->parm1--) {
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if (~v->flags & DIDNT_MOVE)
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return;
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}
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v->direction = _rnd->getRandomNumber(8);
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if (isEgoView(v)) {
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_game.vars[vEgoDir] = v->direction;
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while (v->parm1 < 6) {
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v->parm1 = _rnd->getRandomNumber(50); // huh?
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}
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}
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}
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void AgiEngine::motionFollowEgo(VtEntry *v) {
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int egoX, egoY;
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int objX, objY;
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int dir;
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egoX = _game.viewTable[0].xPos + _game.viewTable[0].xSize / 2;
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egoY = _game.viewTable[0].yPos;
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objX = v->xPos + v->xSize / 2;
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objY = v->yPos;
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// Get direction to reach ego
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dir = getDirection(objX, objY, egoX, egoY, v->parm1);
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// Already at ego coordinates
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if (dir == 0) {
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v->direction = 0;
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v->motion = MOTION_NORMAL;
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setflag(v->parm2, true);
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return;
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}
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if (v->parm3 == 0xff) {
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v->parm3 = 0;
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} else if (v->flags & DIDNT_MOVE) {
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int d;
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while ((v->direction = _rnd->getRandomNumber(8)) == 0) {
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}
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d = (ABS(egoY - objY) + ABS(egoX - objX)) / 2;
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if (d < v->stepSize) {
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v->parm3 = v->stepSize;
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return;
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}
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while ((v->parm3 = _rnd->getRandomNumber(d)) < v->stepSize) {
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}
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return;
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}
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if (v->parm3 != 0) {
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int k;
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// DF: this is ugly and I dont know why this works, but
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// other line does not! (watcom complained about lvalue)
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//
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// if (((int8)v->parm3 -= v->step_size) < 0)
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// v->parm3 = 0;
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k = v->parm3;
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k -= v->stepSize;
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v->parm3 = k;
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if ((int8) v->parm3 < 0)
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v->parm3 = 0;
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} else {
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v->direction = dir;
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}
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}
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void AgiEngine::motionMoveObj(VtEntry *v) {
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v->direction = getDirection(v->xPos, v->yPos, v->parm1, v->parm2, v->stepSize);
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// Update V6 if ego
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if (isEgoView(v))
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_game.vars[vEgoDir] = v->direction;
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if (v->direction == 0)
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inDestination(v);
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}
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void AgiEngine::checkMotion(VtEntry *v) {
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switch (v->motion) {
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case MOTION_WANDER:
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motionWander(v);
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break;
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case MOTION_FOLLOW_EGO:
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motionFollowEgo(v);
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break;
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case MOTION_MOVE_OBJ:
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motionMoveObj(v);
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break;
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}
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if ((_game.block.active && (~v->flags & IGNORE_BLOCKS)) && v->direction)
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changePos(v);
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}
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/*
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* Public functions
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*/
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/**
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*
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*/
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void AgiEngine::checkAllMotions() {
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VtEntry *v;
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for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
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if ((v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | UPDATE | DRAWN)
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&& v->stepTimeCount == 1) {
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checkMotion(v);
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}
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}
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}
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/**
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* Check if given entry is at destination point.
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* This function is used to updated the flags of an object with move.obj
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* type motion that * has reached its final destination coordinates.
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* @param v Pointer to view table entry
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*/
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void AgiEngine::inDestination(VtEntry *v) {
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if (v->motion == MOTION_MOVE_OBJ) {
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v->stepSize = v->parm3;
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setflag(v->parm4, true);
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}
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v->motion = MOTION_NORMAL;
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if (isEgoView(v))
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_game.playerControl = true;
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}
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/**
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* Wrapper for static function motion_moveobj().
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* This function is used by cmd_move_object() in the first motion cycle
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* after setting the motion mode to MOTION_MOVE_OBJ.
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* @param v Pointer to view table entry
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*/
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void AgiEngine::moveObj(VtEntry *v) {
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motionMoveObj(v);
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}
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/**
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* Get direction from motion coordinates
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* This function gets the motion direction from the current and previous
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* object coordinates and the step size.
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* @param x0 Original x coordinate of the object
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* @param y0 Original y coordinate of the object
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* @param x x coordinate of the object
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* @param y y coordinate of the object
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* @param s step size
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*/
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int AgiEngine::getDirection(int x0, int y0, int x, int y, int s) {
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int dirTable[9] = { 8, 1, 2, 7, 0, 3, 6, 5, 4 };
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return dirTable[checkStep(x - x0, s) + 3 * checkStep(y - y0, s)];
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}
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} // End of namespace Agi
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